10708706

Audio Spatialization and Reinforcement Between Multiple Headsets

PublishedJuly 7, 2020
Assigneenot available in USPTO data we have
Technical Abstract

Patent Claims
20 claims

Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.

Claim 1

Original Legal Text

1. A headset comprising: a gaze determination circuit configured to determine a gaze direction of a first user of the headset; a transceiver configured to receive an audio signal associated with a headset of a second user; processing circuitry configured to: determine a relative position of the second user relative to the first user; determine a deviation of the relative position of the second user relative to a reinforcement direction of the first user, wherein the reinforcement direction is based at least in part upon the gaze direction of the first user; spatialize the audio signal associated with the second user, based at least in part upon the relative position of the second user; and reinforce an amplitude of the audio signal, based at least in part upon the deviation of the relative position of the second user relative to the reinforcement direction of the first user; and a speaker assembly configured to project a sound based upon the spatialized and reinforced audio signal, such that the projected sound is perceived as originating at the position of the second user.

Plain English Translation

Audio processing for virtual or augmented reality headsets. This invention addresses the problem of accurately presenting audio from other users in a shared virtual or augmented environment, making it feel like the sound is truly coming from the other user's location. The system includes a headset with a gaze determination circuit to track the wearer's eye direction. A transceiver receives audio from another user's headset. Processing circuitry is central to the functionality. It calculates the other user's position relative to the wearer. It then determines how the other user's position deviates from a "reinforcement direction," which is influenced by the wearer's gaze. The received audio is spatialized, meaning its perceived location is adjusted based on the other user's relative position. Furthermore, the audio's amplitude is amplified based on how much the other user's position deviates from the reinforcement direction. Finally, a speaker assembly projects the processed sound, making it seem to originate from the actual location of the second user.

Claim 2

Original Legal Text

2. The headset of claim 1 , further comprising a microphone array comprising a plurality of microphones arranged in a plurality of different locations, the microphone array configured to capture sound in a local area of the first user and generate an audio input signal.

Plain English Translation

This invention relates to a headset system designed to enhance audio communication in virtual reality (VR) or augmented reality (AR) environments. The primary problem addressed is the need for improved spatial audio capture and processing to facilitate realistic and immersive interactions between users in shared virtual spaces. The headset includes a microphone array with multiple microphones positioned at different locations to capture sound from a local area around the first user. This array generates an audio input signal that can be processed to determine the direction, distance, and other characteristics of sound sources in the environment. The system may use this information to enhance voice communication, spatial audio rendering, or environmental sound localization, improving the realism of virtual interactions. The microphone array is designed to work in conjunction with other components of the headset, such as sensors and processors, to analyze and transmit audio data. The arrangement of microphones allows for accurate sound source identification, even in noisy or dynamic environments. This capability supports applications in VR/AR, teleconferencing, and other scenarios where precise audio localization is critical. The system may also integrate with additional features, such as noise suppression or beamforming, to further refine audio quality.

Claim 3

Original Legal Text

3. The headset of claim 2 , wherein the processing circuitry is further configured to: analyze the audio input signal to identify sounds originating from a particular region in the local area of the first user; and generate a user audio signal from the audio input signal by reinforcing the portion of the audio input signal corresponding to the sounds originating from the particular region.

Plain English Translation

This invention relates to a headset system designed to enhance audio perception in a local area by selectively reinforcing sounds from a specific region. The headset includes processing circuitry that receives an audio input signal from one or more microphones. The circuitry analyzes this signal to identify sounds originating from a particular region in the user's surroundings. It then generates a user audio signal by amplifying or emphasizing the portion of the input signal corresponding to those sounds, effectively improving the user's ability to hear and focus on audio sources from that region while potentially attenuating other sounds. The system may also include a speaker or transducer to output the processed audio to the user. This technology is useful in applications where directional audio enhancement is needed, such as in noisy environments, assistive listening devices, or spatial audio applications. The processing circuitry may employ beamforming, filtering, or other signal processing techniques to isolate and reinforce sounds from the desired region. The headset may further include additional features like noise cancellation or adaptive audio processing to improve overall sound quality.

Claim 4

Original Legal Text

4. The headset of claim 3 , wherein the particular region corresponds to a mouth of the first user.

Plain English Translation

This invention relates to a headset with enhanced audio processing capabilities, specifically designed to improve voice communication by isolating and processing audio signals from a user's mouth region. The headset includes at least one microphone configured to capture audio signals from a particular region of the user's body, such as the mouth, while minimizing interference from ambient noise or other body parts. The system processes these signals to enhance speech clarity, reduce background noise, and improve overall audio quality during communication. The headset may also include additional microphones or sensors to further refine audio capture, ensuring that the primary audio source (the mouth) is accurately isolated. The technology addresses the challenge of maintaining clear voice transmission in noisy environments, such as during phone calls, video conferences, or other real-time communication scenarios. By focusing on the mouth region, the headset ensures that the user's speech is prioritized over extraneous sounds, leading to better intelligibility and user experience. The system may also incorporate adaptive filtering or beamforming techniques to dynamically adjust audio processing based on environmental conditions, further optimizing performance. This solution is particularly useful in applications where reliable voice communication is critical, such as professional settings, gaming, or remote collaboration.

Claim 5

Original Legal Text

5. The headset of claim 1 , wherein the transceiver is further configured to receive positional information of the second user.

Plain English Translation

This invention relates to a headset system designed for enhanced communication between users in a shared virtual or augmented reality environment. The primary problem addressed is the lack of spatial awareness and positional tracking in conventional headset systems, which limits immersive interaction between users. The headset includes a transceiver that enables bidirectional communication with another user's headset, allowing real-time data exchange. The transceiver is further configured to receive positional information of the second user, enabling the system to dynamically adjust the user's experience based on the relative positions of both users. This positional data can be used to synchronize virtual avatars, adjust audio spatialization, or modify environmental interactions to create a more realistic shared experience. The headset may also include additional features such as motion tracking, environmental sensors, and haptic feedback to further enhance immersion. The system ensures that users can interact naturally within a shared digital space, improving collaboration, gaming, or social experiences. The invention focuses on improving spatial awareness and responsiveness in multi-user headset environments.

Claim 6

Original Legal Text

6. The headset of claim 1 , further comprising an antenna array configured to determine the relative position of the second user relative to the first user.

Plain English Translation

This invention relates to a headset system designed to enhance user interaction in virtual or augmented reality environments. The primary problem addressed is the lack of precise spatial awareness between multiple users in shared virtual spaces, which can lead to disorientation or collisions. The headset includes an antenna array that enables real-time tracking of the relative position of a second user relative to a first user. This allows for accurate spatial mapping and interaction between users, improving immersion and safety. The antenna array may use radio frequency signals, such as Wi-Fi or Bluetooth, to triangulate positions or detect movement patterns. The system can integrate with other headset features, such as motion sensors or cameras, to refine positional data. By providing precise positional data, the headset enables applications like collaborative virtual workspaces, multiplayer gaming, or social VR experiences where spatial awareness is critical. The invention ensures seamless interaction by dynamically adjusting virtual environments based on user proximity and orientation. This solution enhances user experience by reducing latency in positional tracking and improving the accuracy of shared virtual interactions.

Claim 7

Original Legal Text

7. The headset of claim 1 , wherein the processing circuitry is further configured to spatialize the audio signal based upon whether there is line of sight between the first user and the second user.

Plain English Translation

This invention relates to a headset system for enhancing audio communication in virtual or augmented reality environments. The problem addressed is the lack of realistic spatial audio cues in digital interactions, which can make conversations feel unnatural or disorienting. The headset includes processing circuitry that generates a spatialized audio signal for a first user based on the position of a second user in a virtual environment. The system determines whether there is a direct line of sight between the users and adjusts the audio signal accordingly. If a line of sight exists, the audio is spatially rendered to simulate natural sound propagation, including directional cues and environmental effects. If no line of sight exists, the audio may be attenuated, filtered, or otherwise modified to reflect occlusion or distance. The processing circuitry also accounts for virtual obstacles, such as walls or objects, that may block or alter sound transmission. This dynamic spatialization improves immersion by making audio interactions more realistic and contextually appropriate. The system may further integrate with head tracking and environmental mapping to refine audio positioning in real time. The invention aims to enhance user experience in collaborative virtual environments by providing more accurate and intuitive audio feedback.

Claim 8

Original Legal Text

8. The headset of claim 1 , wherein the gaze determination circuit is configured to: receive a position of the first user, the position comprising at least a head orientation of the first user; and determine a relative orientation of the first user's eyes relative to the first user's head; and wherein spatializing the audio signal associated with the second user is based upon a relative direction of the position of the second user to the head orientation of the first user.

Plain English Translation

This invention relates to a headset system for spatial audio processing in virtual or augmented reality environments. The problem addressed is accurately spatializing audio signals to enhance immersion by aligning sound sources with the user's gaze and head orientation. The headset includes a gaze determination circuit that tracks the user's head orientation and eye position to determine the relative orientation of the user's eyes relative to their head. This allows the system to dynamically adjust audio spatialization based on the user's gaze direction. When another user's audio signal is processed, the system calculates the relative direction of the second user's position to the first user's head orientation. The audio signal is then spatialized according to this relative direction, ensuring that sounds appear to originate from the correct spatial location relative to the user's viewpoint. The system improves immersion by ensuring that audio cues match the user's visual perception, reducing disorientation in virtual environments. The gaze determination circuit may also incorporate additional sensors or algorithms to refine eye-tracking accuracy, further enhancing spatial audio precision. This approach is particularly useful in multi-user virtual reality applications where accurate sound localization is critical for realistic interactions.

Claim 9

Original Legal Text

9. The headset of claim 1 , wherein the receiver is further configured to receive a second audio signal from a third user, and the processing circuitry is further configured to: identify a relative position of the third user relative to the first user; determine a deviation of the relative position of the third user relative to the reinforcement direction of the first user; compare the deviation of the relative position of the third user to the deviation of the relative position of the second user; and reinforce an amplitude of the second audio signal associated with the third user based upon a result of the comparison.

Plain English Translation

This invention relates to audio processing in headsets, specifically for enhancing spatial audio perception in multi-user environments. The problem addressed is the difficulty in distinguishing and prioritizing audio signals from multiple users in a shared space, particularly when users are positioned at different angles relative to a listener. The headset includes a receiver that captures audio signals from multiple users. Processing circuitry analyzes the spatial positioning of each user relative to the listener. For a first user, the circuitry determines a reinforcement direction, which is the optimal spatial angle for enhancing audio clarity. When a second user speaks, the circuitry calculates the deviation of the second user's position from the reinforcement direction and adjusts the audio signal's amplitude accordingly. The same process applies to a third user, where the circuitry compares the positional deviation of the third user to that of the second user. Based on this comparison, the amplitude of the third user's audio signal is reinforced to improve intelligibility, ensuring that the most relevant audio sources are prioritized based on their spatial alignment with the listener's focus. This dynamic adjustment helps maintain clear communication in environments with multiple speakers.

Claim 10

Original Legal Text

10. A method comprising: determining, at a headset of a first user, a reinforcement direction of the first user; receiving, at a headset of a first user, an audio signal associated with a headset of a second user; determining a relative position of the second user relative to the first user; determining a deviation of the relative position associated with the second user relative to the reinforcement direction of the first user; spatializing the audio signal associated with the second user, based at least in part upon the relative position of the second user; and reinforcing an amplitude of the audio signal, based at least in part upon the deviation of the relative position of the second user relative to the reinforcement direction of the first user; and projecting a sound based upon the spatialized and reinforced audio signal, such that the projected sound is perceived as originating at the position of the second user.

Plain English Translation

This invention relates to audio spatialization and reinforcement in headset-based communication systems, addressing the challenge of accurately conveying the position and presence of a remote user to a local user wearing a headset. The method involves determining a reinforcement direction for the first user, which defines a preferred listening orientation. The system receives an audio signal from a second user's headset and calculates the second user's relative position to the first user. By comparing this position to the reinforcement direction, the system determines a deviation angle. The audio signal is then spatialized based on the second user's position to simulate directional sound perception. Additionally, the system adjusts the audio signal's amplitude according to the deviation, reinforcing sounds that align with the reinforcement direction while attenuating those outside it. The processed signal is projected through the headset, making the sound appear to originate from the second user's actual or perceived position. This enhances immersion and spatial awareness in virtual or augmented reality environments by dynamically adjusting audio cues to match the user's focus and the remote participant's location.

Claim 11

Original Legal Text

11. The method of claim 10 , further comprising using a microphone array comprising a plurality of microphones arranged in a plurality of different locations to capture sound in a local area of the first user and generate an audio input signal.

Plain English Translation

This invention relates to audio processing systems for capturing and analyzing sound in a local area. The problem addressed is the need for accurate sound capture and localization in environments where multiple users or sound sources are present, particularly for applications like voice recognition, spatial audio, or interactive systems. The method involves using a microphone array with multiple microphones positioned at different locations to capture sound in a local area of a user. The array generates an audio input signal, which is processed to enhance audio quality, suppress noise, or determine the direction of sound sources. The system may also include a display device to provide visual feedback or interaction based on the captured audio. Additionally, the method may involve tracking the position of a user's head or other body parts to improve sound localization and adapt the audio processing accordingly. The microphone array can be part of a wearable device, a stationary system, or integrated into a larger audio-visual setup. The invention aims to improve the accuracy and reliability of sound capture in dynamic environments by leveraging spatial audio techniques and adaptive processing.

Claim 12

Original Legal Text

12. The method of claim 11 , further comprising: analyzing the audio input signal to identify sounds originating from a particular region in the local area of the first user; generating a user audio signal from the audio input signal by reinforcing the portion of the audio input signal corresponding to the sounds originating from the particular region.

Plain English Translation

This invention relates to audio processing systems that enhance sound localization for users in a local area. The problem addressed is the difficulty in isolating and reinforcing sounds from specific regions in an environment, which is particularly useful in applications like virtual reality, augmented reality, or spatial audio systems where directional audio cues are important. The method involves capturing an audio input signal from a local area using one or more microphones. The system then analyzes the audio input signal to identify sounds originating from a particular region within that area. This analysis may involve beamforming, directional filtering, or other spatial audio processing techniques to determine the source location of sounds. Once identified, the system generates a user audio signal by reinforcing the portion of the audio input signal that corresponds to the sounds from the particular region. Reinforcement may include amplifying, filtering, or otherwise enhancing the relevant audio components while suppressing or attenuating sounds from other regions. This allows the user to perceive sounds from the targeted region more clearly, improving spatial awareness and audio fidelity in applications where directional sound is critical. The method may be combined with other audio processing techniques, such as noise reduction or echo cancellation, to further refine the output.

Claim 13

Original Legal Text

13. The method of claim 12 , wherein the particular region corresponds to a mouth of the first user.

Plain English Translation

A system and method for analyzing facial expressions in real-time video streams to detect and interpret specific regions of interest, such as the mouth, for applications in emotion recognition, authentication, or communication. The technology addresses challenges in accurately tracking dynamic facial features under varying lighting conditions, occlusions, or partial visibility. The method involves capturing a video stream of a user's face, processing the stream to identify and isolate a particular region, such as the mouth, and analyzing the region's movements, shapes, or other characteristics to derive meaningful insights. This may include detecting speech-related movements, identifying emotional states, or verifying identity based on unique mouth patterns. The system may employ machine learning models trained on annotated datasets to improve accuracy and adapt to different users. The method ensures robust performance by dynamically adjusting tracking parameters based on environmental factors or user-specific characteristics. Applications include virtual assistants, healthcare monitoring, and secure authentication systems. The invention enhances existing facial analysis techniques by focusing on localized regions, reducing computational overhead, and improving precision in real-world scenarios.

Claim 14

Original Legal Text

14. The method of claim 10 , further comprising receiving positional information of the second user.

Plain English Translation

A system and method for enhancing user interactions in a virtual environment involves tracking and analyzing user movements to improve engagement and collaboration. The technology addresses the challenge of limited spatial awareness in virtual environments, where users may struggle to locate or interact with others effectively. The method includes detecting a first user's position and orientation within the virtual environment, then determining a second user's position relative to the first user. Based on this positional data, the system calculates an optimal viewing angle for the first user to face the second user, ensuring proper alignment for interaction. The method further includes receiving positional information of the second user, which allows for real-time adjustments to maintain accurate spatial relationships between users. This dynamic tracking ensures that users can engage naturally, even as they move within the virtual space. The system may also adjust visual or auditory cues to enhance the interaction experience, such as highlighting the second user or providing directional guidance. By continuously monitoring and adapting to user positions, the technology improves collaboration and immersion in virtual environments.

Claim 15

Original Legal Text

15. The method of claim 10 , further comprising receiving, at an antenna array, a signal from a headset of the second user, and determining the relative position of the second user relative to the first user based upon the received signals.

Plain English Translation

This invention relates to a system for determining the relative position of a second user wearing a headset relative to a first user in a shared virtual or augmented reality environment. The system addresses the challenge of accurately tracking user positions in real-time to enhance interaction and immersion in collaborative virtual experiences. The method involves using an antenna array to receive signals from the headset of the second user. The received signals are processed to determine the second user's position relative to the first user. This positioning data is then used to adjust the virtual environment, ensuring that avatars or virtual objects appear correctly aligned with the physical positions of the users. The system may also incorporate additional sensors or tracking technologies to improve accuracy. The invention further includes a method for synchronizing the virtual environment between multiple users, ensuring that changes in one user's view are reflected in the others' views in real-time. This synchronization is achieved through a central server or peer-to-peer communication, depending on the system configuration. The method also includes error correction mechanisms to account for signal interference or latency, maintaining smooth and accurate positioning. By integrating these features, the system enables seamless and immersive multi-user interactions in virtual or augmented reality environments, improving collaboration and shared experiences.

Claim 16

Original Legal Text

16. The method of claim 10 , wherein spatializing the audio signal is based upon whether there is line of sight between the first user and the second user.

Plain English Translation

This invention relates to audio signal processing in virtual or augmented reality environments, specifically improving spatial audio rendering based on user positioning and visibility. The problem addressed is the lack of realistic audio cues in virtual environments when users move or obstruct each other's line of sight, which can disrupt immersion. The method involves determining the relative positions of at least two users in a shared virtual space and analyzing whether a direct line of sight exists between them. If a line of sight is present, the audio signal from one user is spatially processed to simulate natural sound propagation, including directional cues and distance-based attenuation. If no line of sight exists, the audio signal is modified to account for obstructions, such as reducing high-frequency components or adding reverberation to simulate sound bouncing off virtual objects. The system may also adjust audio based on environmental factors like virtual walls or barriers. The method enhances immersion by dynamically adapting audio to match the visual environment, ensuring that sound cues accurately reflect the spatial relationships between users. This improves realism in collaborative virtual reality applications, such as gaming, social platforms, or training simulations. The technique can be implemented in real-time using head-mounted displays or other spatial audio systems.

Claim 17

Original Legal Text

17. The method of claim 10 , wherein determining a reinforcement direction of the first user comprises determining a gaze direction of the first user by: receiving a position of the first user, the position comprising at least a head orientation of the first user; determining a relative orientation of the first user's eyes relative to the first user's head; and determining the gaze direction based upon the head orientation and relative orientation of the first user's eyes relative to the first user's head; and wherein spatializing the audio signal associated with the second user is based upon a relative direction of the position of the second user to the orientation of the first user.

Plain English Translation

This invention relates to spatial audio systems that enhance user interaction by dynamically adjusting audio based on gaze direction and user positioning. The problem addressed is the lack of natural spatial audio cues in virtual or augmented reality environments, which can reduce immersion and user awareness of others' locations. The method involves determining a reinforcement direction for a first user by analyzing their gaze direction. This is done by receiving the user's position data, including head orientation, and then determining the relative orientation of the user's eyes relative to their head. The gaze direction is calculated by combining the head orientation and the relative eye orientation. Spatial audio signals associated with a second user are then adjusted based on the relative direction of the second user's position to the first user's orientation. This ensures that audio cues are spatially accurate, enhancing the user's perception of the second user's location in the environment. The system dynamically updates audio positioning as the user moves or changes gaze, improving situational awareness and interaction in virtual or augmented reality settings.

Claim 18

Original Legal Text

18. The method of claim 10 , further comprising: receiving a second audio signal from a third user; identifying a relative position of the third user relative to the first user; determining a deviation of the relative position of the third user relative to the reinforcement direction of the first user; comparing the deviation of the relative position of the third user to the deviation of the relative position of the second user; and reinforcing an amplitude of the second audio signal associated with the third user based upon a result of the comparison.

Plain English Translation

This invention relates to audio signal processing in multi-user environments, specifically for dynamically adjusting audio reinforcement based on user positioning. The problem addressed is the need to prioritize audio signals from users positioned in specific directions relative to a primary user, ensuring clearer communication in scenarios where multiple users contribute to a conversation or interaction. The method involves receiving an audio signal from a third user in addition to signals from a first and second user. The system identifies the relative position of the third user compared to the first user and calculates the deviation of this position from a predefined reinforcement direction (e.g., a direction of focus for the first user). The deviation is then compared to the deviation of the second user’s position. Based on this comparison, the amplitude of the third user’s audio signal is adjusted—either amplified or attenuated—to enhance or suppress their contribution relative to the second user. This dynamic adjustment ensures that audio signals from users closer to the reinforcement direction are prioritized, improving clarity and reducing interference in multi-user audio environments. The system may apply similar logic to multiple users, continuously adapting audio reinforcement based on positional changes.

Claim 19

Original Legal Text

19. A non-transitory computer-readable medium storing instructions that, when executed by one or more processors, cause the one or more processors to perform operations comprising: determining, at a headset of a first user, a reinforcement direction of the first user; receiving, at a headset of a first user, an audio signal associated with a headset of a second user; determining a relative position of the second user relative to the first user; determining a deviation of the relative position of the second user relative to the reinforcement direction of the first user; spatializing the audio signal associated with the second user, based at least in part upon the relative position of the second user; and reinforcing an amplitude of the audio signal, based at least in part upon the deviation of the relative position of the second user relative to the reinforcement direction of the first user; and projecting a sound based upon the spatialized and reinforced audio signal, such that the projected sound is perceived as originating at the position of the second user.

Plain English Translation

This invention relates to audio processing in virtual or augmented reality systems, specifically enhancing spatial audio perception for users wearing headsets. The problem addressed is the difficulty in accurately perceiving the direction and intensity of sounds from other users in shared virtual environments, which can lead to disorientation or confusion. The system involves a headset worn by a first user that determines the user's reinforcement direction, which is likely the primary focus of their attention. The headset receives an audio signal from a second user's headset and calculates the second user's relative position to the first user. The system then determines how much the second user's position deviates from the first user's reinforcement direction. The audio signal is spatialized based on the second user's position to simulate the sound's origin. Additionally, the system adjusts the amplitude of the audio signal based on the deviation, reinforcing sounds that are closer to the reinforcement direction. The processed audio is then projected, making the sound appear to originate from the second user's actual position. This approach improves spatial awareness and immersion by dynamically adjusting audio cues based on user attention and relative positioning.

Claim 20

Original Legal Text

20. The non-transitory computer-readable medium of claim 19 , wherein determining the reinforcement direction of the first user comprises determining a gaze direction of the first user by: receiving a position of the first user, the position comprising at least a head orientation of the first user; determining a relative orientation of the first user's eyes relative to the first user's head; and determining the gaze direction based upon the head orientation and relative orientation of the first user's eyes relative to the first user's head; and wherein spatializing the audio signal associated with the second user is based upon a relative direction of the position of the second user to the orientation of the first user.

Plain English Translation

This invention relates to spatial audio processing in virtual or augmented reality systems, addressing the challenge of accurately positioning audio sources based on a user's gaze direction. The system determines the reinforcement direction of a first user by analyzing their gaze direction, which involves receiving the user's head orientation and the relative orientation of their eyes within the head. The gaze direction is then calculated by combining these two orientations. The system also spatializes an audio signal associated with a second user based on the relative direction of the second user's position to the first user's gaze direction. This ensures that audio sources are dynamically adjusted to match the user's visual focus, enhancing immersion in virtual environments. The method improves upon traditional spatial audio techniques by incorporating precise gaze tracking, allowing for more accurate and responsive audio positioning. The system may be implemented in head-mounted displays or other devices that require real-time audio spatialization based on user orientation and gaze.

Patent Metadata

Filing Date

Unknown

Publication Date

July 7, 2020

Inventors

William Owen Brimijoin II
Philip Robinson
Andrew Lovitt

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AUDIO SPATIALIZATION AND REINFORCEMENT BETWEEN MULTIPLE HEADSETS